I didn't think so but you replied as if you could so i was just curious that's all no Biggie.

Another Question and suggestion. The random map generator, why does it random generate maps that are not in editable form? it creates maps in a weird file format that isn't openable in final alert 2 was there ever a way to access random generated maps in the map editor? If not is it possible to make this possible in ares?

I was thinking about it as well, weapon or warhead to make units fraidycat haha! it would be awesome, but civilians have those frames, many units wont, they would just run normally. But still, funny to use it_________________

OrangeNero wrote:

Me picking a fight? I know I am the greatest user alive here so everyone starts reading topics with my posts first and ignores the ones before and after.

Some kind of tag like IsBodyIFV=true.
Normally an IFV changes its turret with its first passenger, this tag works the same but is for units with Turret=no. The unit changes its weapon and body image with its first passenger.QUICK_EDIT

Support of PermaDisguise for VehicleTypes to disguise as another VehicleType.

Hmm nice idea, I always wished for a mod to have something like this.._________________If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. ï¿½:p .
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The high bridge logic could be expanded to include the train bridge, those overlay slots are still unused. Low bridges already occupy a lot of slots from the available 255 overlay slots, so no point in expanding those.QUICK_EDIT

yes the train bridge, at first I want to see the three high bridge working together, as I had read something about that only two will work. If the overlay slots is limited then I would like to see the train bridge restored without much (if any) side effects.

And another request, for the FS TiberiumToSpawn logic to be implented.QUICK_EDIT

Would it be possible to implement production events as separately-definable types, or perhaps to implement a way for the player to act in a way that can be customized, in-code, to resemble a production event, but could be customized beyond the fixed attributes of production? I'm thinking in particular of allowing such a class of entity to be customizable to produce one of a variety of TechnoTypes, selected randomly, modelling the Gen/ZH "Technical", which can occur in several random variants. Although this gameplay mechanic is limited in Gen/ZH, it has great potential: there could be "HQ" results from "crafting" a unit, or "crafting failures", where an expensive, rare unit fails to be assembled.

Others have requested a similar mechanic before, working by means of setting an alternate production type on a unit itself, which is certainly an acceptable substitute. However, I think a generalization of the "Unit Delivery" super-weapon with production events would be the most feasible way to achieve the greatest degree of customizability in production. Once an option is given to randomize the outcome of Unit Delivery and SuperWeapons can be customized to charge only when their button has been clicked, subtracting money as they charge, rather than charging after being used and subtracting money when used, and auto-targeting even with manually-fired SuperWeapons is implemented, both of which have substantial applicability elsewhere, great step towards generalization of Unit Delivery and Production Event has been achieved.

Perhaps a further generalization is possible with MakeInfantry and in-the-field upgrading of units, but I've not thought about it._________________

These could work the same way as the Attach Effect, promotion and other similar systems with a difference being that instead of flat out multiplying, the actual multipliers would be random, between 1.0 and the values of those keys.

The keys in [General] would default to 1.0, with FaultRate defaulting to 0%, while they can be set/overridden at the following levels, with each set of keys defaulting to the level above it:
- General
- Sides
- Countries
- TechnoTypes
- (Possibly) SuperWeapons (Paradrops, Airstrikes, UnitDelivery, etc)

If this were connected to Paradrop and Chronoshift, it would be possible to customize alternate modes of production, just as the ChronoFactory and ParadropFactory of NPatch, but being customizable for the object produced and not applied "blanket" on everything produced by a certain factory._________________

If this were connected to Paradrop and Chronoshift, it would be possible to customize alternate modes of production, just as the ChronoFactory and ParadropFactory of NPatch, but being customizable for the object produced and not applied "blanket" on everything produced by a certain factory.

Except they'd still be superweapons, so it wouldn't be very similar to normal production._________________

These could work the same way as the Attach Effect, promotion and other similar systems with a difference being that instead of flat out multiplying, the actual multipliers would be random, between 1.0 and the values of those keys.

The keys in [General] would default to 1.0, with FaultRate defaulting to 0%, while they can be set/overridden at the following levels, with each set of keys defaulting to the level above it:
- General
- Sides
- Countries
- TechnoTypes
- (Possibly) SuperWeapons (Paradrops, Airstrikes, UnitDelivery, etc)

If this were connected to Paradrop and Chronoshift, it would be possible to customize alternate modes of production, just as the ChronoFactory and ParadropFactory of NPatch, but being customizable for the object produced and not applied "blanket" on everything produced by a certain factory.

Except they'd still be superweapons, so it wouldn't be very similar to normal production.

I think aspects of SW and Production are fundamentally reducible. Production subtracts money while it is "charging" and begins "charging" upon UI interaction, firing automatically when fully charged. SW, currently, charges without requiring UI interaction and subtracts its Cost upon firing, which requires UI interaction. It's not impossible to make SWs customizable in this regard. This would allow the production of groups of diverse units, different productions leading to the same object (e.g. Side A paying 1000$ to produce an object, Side B paying only 750$), different ways of delivering the product (normal Unit Creation, PD delivery, Chrono delivery...) and with some customization even the production of alternate outcomes of a production event.

On another level of abstraction, we could consider a generalization with SpyPlane and TaskForces; such a production SW could spawn a pre-defined Task Force with a mission that could also be customizable via UI regarding its target, and in the Production Event type code itself regarding the kind of mission. But perhaps for the moment, the idea of considering a Production Event to spawn a pre-definable Task Force, that is, a single production producing a group of units, a generalization of InitialPayload, seems to be enough, and this certainly could be considered entirely separate from making the charging/firing conditions of SWs customizable._________________

As cxtian said you can make the AI use SW spawned units just like any other. You just need to make the trigger gather the units from the AI's unit pool instead of making a new team. I'd recommend giving the trigger a higher priority to make sure it fires soon after the units are spawned, if not the AI's base could get clogged up with units._________________QUICK_EDIT

These could work the same way as the Attach Effect, promotion and other similar systems with a difference being that instead of flat out multiplying, the actual multipliers would be random, between 1.0 and the values of those keys.

The keys in [General] would default to 1.0, with FaultRate defaulting to 0%, while they can be set/overridden at the following levels, with each set of keys defaulting to the level above it:
- General
- Sides
- Countries
- TechnoTypes
- (Possibly) SuperWeapons (Paradrops, Airstrikes, UnitDelivery, etc)

Sound Plausible?

With animation weapon you can do random animation by firing an EMEffect weapon and then random AE
Somehow makes this work

Does it, though? How do you limit the animation weapon to firing just once per new unit? Because every subsequent shot will reapply a different effect, randomly, replacing the old or stacking on top, neither of which is desirable.

Moreover, it doesn't allow for control of buildtime, the idea that production hick-ups can take longer to correct.

If the EMEffect weapon is a SW, then there will be no way to stop it from firing a second time, because the designator will still be there.

If the EMEffect weapon is fired from a building/unit, FireOnce will keep it from firing a second shot, but it'll also not retarget other units until it the first one is destroyed.

I have a new suggestion, but i'm sure it's very rare to think of, how about a logic where you can make a voxel or an SHP that rotates in a circle (to player's perspective) around the body voxel or SHP? just like a saturn with a certain moon rotates around it in a circle but in Z perspective.

Or is there already something similar to it?_________________If you are a MetalHead (Heavy Metal Fan) and don't want to be a metalhead, Just remove your metal ball from your head. ï¿½:p .
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As cxtian said you can make the AI use SW spawned units just like any other. You just need to make the trigger gather the units from the AI's unit pool instead of making a new team. I'd recommend giving the trigger a higher priority to make sure it fires soon after the units are spawned, if not the AI's base could get clogged up with units.

I don't think I am being understood correctly. I'm not talking about the AI using units spawned by sources other than regular production. My minimal idea was that production could be spawning groups of units instead of single units and also beyond the constraints of Cloning Vat and Initial Payload - simply a single production event ushering in the creation of several different units at the same time. If you combine this with my idea of allowing SWs to be customizable to function identical to production events in order to allow a place for such production events to be defined, you can see that there are other SWs, beyond those that obviously generate units for the player to control (ParaDrop, DropPod, UnitDelivery), which create what is essentially a special case of a taskforce - namely, the way in which ParaDrop and SpyPlane create their respective planes. From this, I'm construing the idea that the mission of the delivered units could perhaps itself be rendered as a taskforce - again, this does not presuppose that there are SWs that render like unit production (though I think this would be a likely an easy avenue to encode such a feature), or that production must be capable of producing several units at once; what I am saying is that a conceivable option is to generate pre-defined taskforces instead of units: for example, producing or Unit-Delivering a platoon of 50 tanks that you cannot control but which will hunt down all enemy harvesters, then leave the map, or whatever. Or a "recon bike dash" that crosses the map once. Defining such groups via taskforces just seems like the most parsimonious route, as opposed to using tags in the SW itself. For example, the ParaDrop type has a number of tags that allow the definition of a customized airfleet composed of various numbers of planes of various types, each carrying a customizable payload. All this could be rendered per a taskforce in a catch-all solution for superweapons that spawn a unit, or a group of units.

Edit:
SW and unit production icons are of course also sorted into different sidebar categories; this would have to be overcome in order to perfectly emulate production as a SW, however I think that this is a small obstacle to, or if else, fault in, such emulation._________________

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